The information given forth is written for those who need to know it in order to answer performance questions during emulation that are caused by the emulator plug-ins used but not definitively the main emulator itself.

Throughout the information here, a plugin is an add-on for main memory emulators supporting zilmar's Common Plugin Spec, the most accepted specifications for recognizing plug-in files which may be accessed externally by various emulators.

Project64

1964

Mupen64

TR64

Daedalus

Apollo

Nemu64

These plug-in specifications are bundled with official releases of Project64. They define four types of plugins.

Graphics

Audio

Controller

RSP

Some emulators implement their own system for recognizing plug-in files, but those plug-ins are not discussed many times in Project64 user support because Project64 only supports zilmar's plug-in specifications.

A listing of plugins is organized in the next post.

Last edited by HatCat; 21st August 2010 at 06:34 PM.
Reason: Added Apollo to list of emulators, revised order

In theory, not all plugins can be known, but it is thanks to the Emulation64 network that they have been organized through years of communication and development since the Common Plugin Spec. Some of those plugins have become well-known to many testers of Nintendo 64 emulators for their extensive development and support.

Low-level emulation "LLE" graphics plugin designed to solve problems such as microcode support and to answer questions of LLE functionality. Contributed code to the active projects Glide64 and Jabo's Direct3D.

Uses GLIDE. Active development is done using the new OpenGL wrapper, Glitch64, if Voodoo graphics technology is not used. Supports software depth buffer rendering, hardware frame buffer emulation, variant degrees of LOD precision, and many other features important for accurate emulation. Features texture export from and import to volatile texture memory. Check here for WIP releases.

Originally Jabo wrote plugins for OpenGL and Direct3D. Development continues using DirectX8 (later RGB software rasterization), but Jabo's Direct3D6 1.5.2 solves certain glitches with games and is better for compatibility with old graphics technology. See the Project64 documentations for more support information.

Supports DirectX and OpenGL. Based on the graphics emulator used by Daedalus. Has much compatibility and flexibility for low-end graphics rendering hardware. Debugger included. Highly customizable and detailed on many different configurations. Features texture filter methods. Most popular today for its features of texture export from and texture import to volatile TMEM.

Early plugin while featuring hardware frame buffer emulation. Needed for Jiggywiggy's challenges within Banjo-Tooie. Draws many textures nicely in OpenGL. Experimental support for the dissolve effect used in certain games. Supports texture filter methods.

Uses DirectX8. Originally written as a plug-in for Nemu64 then released with Nemu64 as a plugin conforming to the Common Plugin Spec. Supports VRML model export and a texture viewer. Partial support for the custom microcode used by Star Wars: Rogue Squadron.

1964 Audio Plug-in by schibo and Gerrit [...] This plug-in was created by decompiling RSP microcodes to the C language. The C code was then compiled to a DLL using a C compiler. [...] This plug-in uses SSE for speed. Features game-to-audio synchronization. Supports games using MusyX.

This plugin acts as a middleman to communicate with a second controller plugin for handling the controller input emulation as preferred, while also managing hosting or joining an online game traced to a server IP address. It is a recent experiment dedicated to allow for NetPlay on Project64 1.7 but may easily de-synchronize on any other emulator or version.

One of the newer plugins still in development using XInput as the software device that supports hot-plugging Xbox 360 controllers. Has support for both the memory pak and rumble pak. The plugin file is uploaded here.

RSP

zilmar-Jabo

Needed by Jabo's DirectSound. Based on experienced reverse-engineering of RSP operation codes. Features an RSP interpreter written by zilmar and an RSP re-compiler written by Jabo.

As things stand the data is up-to-date. Of course maintenance continues as new declarations are made on Emulation64 or those on EmuXHaven.
All attachments of graphics plugin mirrors are to the previous post.
All attachments of audio or controller plugin mirrors are to this post.

Recommendation. If the name of a plugin is colored or underlined, it's linked to a primary resource from which you can get more information or sometimes legacy downloads.
[If the name of the plugin next to a version number, indented further to the right, is colored or underlined, it's a convenience link to a secondary resource for direct download of a latest version, available for registered users.]

Disclaimer. No information in this thread, excluding the mirrors of the plugin downloads via ZIP archival and the excerpt from 1964 Audio's About function, is of primary resource. Rather, it is all re-phrasal through this author's understanding.Disclaimer. This is not an official documentation of any sort, aside contextually from its agreement and compliance with lawful regularities. Official documentations for separate plugins are the resources behind which the logical or quantitative information here has been written; objectively this thread is a cross-reference resource for various users as requested.

Recommendation. Let replies to this thread have anything to do with its subject matter, focusing on questions and corrections or suggestions. It is preferred to ask questions about the plugins' issues with specific games at the plugin author's message forum.

Preemptive Disclaimer. The author of this thread reserves the equivocal indecisiveness to [semi-][un]consciously change her/his mind at any time, in precession to the uncalled revision of the text within the first, second, and third posts of this thread.

Notice that the hyperlinks in the indented listing of plugin mirrors share the same target URL as the attachment download links in each post. Click both links to request the same download twice, or click it just once to save time or disk space.

Disclaimer. The attachments of plugins to the second and third posts of this thread use 7ZFM's ZIP archival to store the same content as was released by plugin authors. No files were removed, changed or added to the original archives released by those authors.

I decided to remove the text about the 2.00b version from the original post.

The attachment is still the latest official version, due to the complications introduced in the newest overhaul releases.
Like installing so that XINPUT device is loaded and what I find to be weakened controls in SSB.

controls shouldn't be any weaker, none of the actual directinput stuff was touched.

do you have n64 range enabled? thats been adjusted a tad and can screw devices with liimted range up.

I turned it off. I was sure before though, even with just a keyboard, that I had issues with triggering combo attacks, and it wasn't just on Kaillera heh.

Well it's fine now, and since none of the original DirectInput code was touched, that makes the organizing of N-Rage's plugin (in simultaneity to the overhaul releases) in my listing easier. Whew, such complications in just the name itself.

Attachment for the plugin is updated to version 2.2 beta, with the link to N-Rage's original development site moved down to the informational section.

Quote:

Originally Posted by dsxchallengernew

MusyX support in Jabo's DirectSound has always been dodgy for me. Has it been fixed in 1.7.x?

This is sort of why I had said, "Will support MusyX." Like, it sort of already does, but it needs a 1.7 RSP plugin to fix some problems. Aside from some professional measures, giving information about what's changed in the beta versions from the current public version of Project64 used to be disallowed. It is safe to say though that it certainly will support the MusyX technology more completely.

Disclaimer. The attachments of plugins to the second and third posts of this thread use 7ZFM's ZIP archival to store the same content as was released by plugin authors. No files were removed, changed or added to the original archives released by those authors.

As tempted as I was to replace Rice's inferior 6.1.0 INI configuration file with my FB and R-T testing, I recognized that doing so would differentiate from the official release of the 6.1.0c version and its liable consequences. Same thing goes with olivieryuyu's 1964 INI in the Glide64 releases, just because that guy creeps me out. Even though it had nothing to do with the plugin (or a more superior 1964 INI) I left it there cause otherwise it contradicts Gonetz's method of archival.

For some odd reason 7-Zip File Manager, set to maximum instead of ultra compression setting, beats all of the original ZIP file sizes if the plugin was released in ZIP archive. Sometimes "Ultra" setting is actually a couple hundred bytes more to the file, so weaker compression with less bytes in file size is advantage.